I don't think this is a good idea. It's fiddly and it might make it optimal to inflict mild consequences on yourself in order to have them healed for extra stress boxes.
You say this because I think you are misunderstanding. It is ALWAYS better to have a mild available, since that soaks 2 stress. A treated mild consequence can only soak 1 stress. It doesn't add a box at the end of your track. As sdfds68 says, it's more like armour. Armour that only works for a single hit. With the added down-side that you have to re-start the healing process. (but you could take or leave the last part).
This sounds almost exactly like what Theogony was suggesting. And my issue with it is basically the same; it's fiddly.
Also, I'm not sure I like how it works alongside Recovery.
I'm not sure it's fiddly. Especially since you don't seem to like the more straight-forward - less fiddly solutions, such as re-naming an aspect and only allowing a +1 on the tag. And it doesn't affect recovery powers at all. Recovery powers work exactly the same. The box lasts until you heal the consequence and you heal consequences faster with recovery. If you mean that it'll make recovery powers less useful (because you have to reset the healing process), then I guess that is an issue - but you can take that part out. I'd added it for flavour because we were talking about how tended injuries could get re-injured - or you can leave it in since using the extra boxes is completely optional.
Depending on what level of recovery you have, you may never need to be tended. A severe recovers at the end of a scene If you have mythic. At most, you might get your severe tended if you have inhuman recovery.
In any case, I'd do it like this:
mild:
- doesn't require a check to start healing process
- difficulty 2 to get 1 temporary 'armour'
Moderate:
- requires a check of 2 to start healing process (journeyman level: someone able to re-set a bone, put on a sling, do stiches)
- requires a 4 to get the armour
Severe:
- requires a check of 3 or 4 -probably depends on the consequence...(professional/veteran status: a doctor or someone who can do surgery or deal with mass trauma)
- requires a 6 to get the extra armour
So, if you go to a hospital, you get the basic recovery. But if someone does really well, they've mended you up so well that the injury is less of an issue for you.
Without an injury, you can soak up 6 stress (with a severe)
With a severe and hospital care you can't soak up anything - but you are healing
With a severe and extremely good care you can soak up 1 stress and you are healing
It doesn't prevent tags or invokes or anything.
Honestly, I can't think of anything else. I'm out of ideas for now.
@sdfds68:
I think your solution already happens, unless I'm misunderstanding you. As is, you can't do anything about consequences except wait for them to heal, therefore the group is forced to refocus their efforts on alternative solutions for things until their group is healed up.
Other options are to do things like say: I need more gear. I want to acquire x,y,z. These things are hard to get and will take a 2 weeks to come in.
GM-hand-wavy-ness: A 2 weeks pass, everyone is healed and you have your gear.
But that's a bit boring (boring until the party finds out about all the stuff the Bad Guys did in that time). As you pointed out, there's more fun ways to 'make time pass'.
But it still doesn't make the doctor in the party any more useful for having that stunt.